the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
1#pragma once
2#include "..\Media\xuiscene_debug_set_camera.h"
3#include "XUI_Ctrl_4JEdit.h"
4#include "..\..\Common\GameRules\ConsoleSchematicFile.h"
5
6class CScene_DebugSetCamera : public CXuiSceneImpl
7{
8public:
9 typedef struct _FreezePlayerParam
10 {
11 int player;
12 bool freeze;
13 } FreezePlayerParam;
14
15#ifndef _CONTENT_PACKAGE
16private:
17 CXuiCtrl4JEdit m_camX, m_camY, m_camZ, m_yRot, m_elevation;
18 CXuiCheckbox m_lockPlayer;
19 CXuiControl m_teleport;
20
21 DebugSetCameraPosition *currentPosition;
22 FreezePlayerParam *fpp;
23
24protected:
25 // Message map. Here we tie messages to message handlers.
26 XUI_BEGIN_MSG_MAP()
27 XUI_ON_XM_INIT( OnInit )
28 XUI_ON_XM_NOTIFY_PRESS_EX( OnNotifyPressEx )
29 XUI_ON_XM_KEYDOWN(OnKeyDown)
30 XUI_ON_XM_NOTIFY_VALUE_CHANGED( OnNotifyValueChanged )
31 XUI_END_MSG_MAP()
32
33 // Control mapping to objects
34 BEGIN_CONTROL_MAP()
35 MAP_CONTROL(IDC_CamX, m_camX)
36 MAP_CONTROL(IDC_CamY, m_camY)
37 MAP_CONTROL(IDC_CamZ, m_camZ)
38 MAP_CONTROL(IDC_YRot, m_yRot)
39 MAP_CONTROL(IDC_Elevation, m_elevation)
40 MAP_CONTROL(IDC_LockPlayer, m_lockPlayer)
41 MAP_CONTROL(IDC_Teleport, m_teleport)
42 END_CONTROL_MAP()
43
44 HRESULT OnInit( XUIMessageInit* pInitData, BOOL& bHandled );
45 HRESULT OnNotifyPressEx(HXUIOBJ hObjPressed, XUINotifyPress* pNotifyPressData, BOOL& rfHandled);
46 HRESULT OnKeyDown(XUIMessageInput* pInputData, BOOL& rfHandled);
47 HRESULT OnNotifyValueChanged( HXUIOBJ hObjSource, XUINotifyValueChanged *pNotifyValueChangedData, BOOL &bHandled);
48public:
49
50 // Define the class. The class name must match the ClassOverride property
51 // set for the scene in the UI Authoring tool.
52 XUI_IMPLEMENT_CLASS( CScene_DebugSetCamera, L"CScene_DebugSetCamera", XUI_CLASS_SCENE )
53#endif
54};